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Megahertz

Member Since 19 Oct 2000
Offline Last Active Jan 16 2014 11:29 PM

Posts I've Made

In Topic: Most Over The Top Computer You Can Build For Under $10,000 ?

06 January 2014 - 10:16 PM

Does the MB listed support 6300 series CPU's? The specs state 6100....


In Topic: Should game objects render themselves, or should an object manager render them?

10 July 2013 - 05:01 PM

I've been looking to cross this bridge as well. Previously all my projects have had the "object draws itself" method implemented and ive been trying to get my head wrapped around a way to get out of that into something more flexible.

 

I get the basic concepts but when you throw in shaders (which i have little/no experience with) I'm at a loss as how to structure things.


In Topic: Am i too young ?

07 April 2013 - 02:38 PM

I started when I was 12. So no. =)


In Topic: Making an optimized 3d mmo in open gl c++

05 April 2013 - 10:05 AM

Do you need tens of millions of dollars in assets and hire a ton of people to make a MMORPG? No..

 

Every time somebody says they want to make an MMORPG, it always gets assumed that they are trying to create something bigger and better than World of Warcraft, or whatever happens to be the most popular MMO at the time.

 

Even if that was the goal, how do you solicit funding without some sort of proof of concept or technology demo?

 

It's entirely possible for one person to create a framework that would allow for the basic operation of a MMO type game.


In Topic: Game Engine Design

31 March 2013 - 08:01 PM

I really hate this answer for a number of reasons.

 

Yes if the goal is just to make the next uber engine with no basis of a game behind it then sure, it's a valid response. However, generally people have some sort of idea in their head about what kinda game they're trying to make or what they would like to see their project do.

 

Even if its not a game, it still requires some sort of framework with all the necessary components to support whatever idea it is they have in their head. Renderer, scene management, loading of assets from disk. application state management, etc.. etc..

 

For me, what I'm working on is a terrain "engine" (I use that term very loosely) that supports paging terrain assets in and out of memory based on distance from the player. I've mostly worked out how Im going to do the management of all that and have most of the frame work up and running. I have no current plans of making a game out of this as this would require more time than I as a single person can contribute, for now... Eventually that may change once I've gotten this project to a certain point and its functional.

 

If you'd like, I could say I'm making a game where the goal is the player has a rock that they're pushing around the terrain to try and drop it in a hole in the ground. It doesn't really change the required framework of code needed to achieve the above.

 

I hear the message in the article and the whole "make a game, not an engine" thing, i really do. It makes sense from the standpoint of senselessly creating an engine that  just supports random features that the game may or may not use. Yes, that is wasted time, lacking in direction and just firing aimlessly in the dark. But I don't think that 90% of the people that ask this type of question, not have some sort of game in mind when they ask it. I'm sure they have a vision, it's likely what drove them to be interested in programming in the first place.


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